I would only recommend this game to people who like storytelling! With visual novel games, I find that things tend to happen to you, but in Tavern Talk, things tend to happen around you. In other words, to grasp the plot, you'll need to rely on the characters you befriend to recount the events. The life of an innkeeper! At its core, I believe this game is about sonder (the realization that each random passerby is living a life as vivid and complex as your own), as you'll get to listen to the varying perspectives and opinions of the characters. Your friends will set off on journeys you won't get to see for yourself, but it's always you they come back to. Even that, they'll have strong opinions on. And speaking of strong opinions, here are more of mine! Pros [*] So LGBTQ+ inclusive! There aren't many games or media out there with a nonbinary main character, but I'm glad we're adding an adorable elf to the list. [*] The worldbuilding was phenomenal, definitely the kind of thing you'd expect from a DnD-ish game. [*] A page-turner of a visual novel. I was always looking forward to meeting the next character, or seeing the next outcome of a quest. [*] Sprinkled with heavy-hitter lines and words to live by here and there. And a few cute comical things too! [*] Lovable characters all around! I want to give them a big ol' hug! Their character design was wonderful as well. [*] Character Spoilers: Every time I'd meet a new character, I'd check their alignment and jokingly whine about how I'm only meeting good and neutral characters. So when I finally met a chaotic evil, it was so worth the wait! [*] Minor Dialogue Spoilers: A small but notable thing I really liked was Hex and Grace's sibling bond. It's so rare to see siblings in media outright say "I love you" so it made me happy to see them express it so simply despite their reluctance for communication. [*] Major Ending Spoilers: I loved seeing the ending credits montage of the characters' lives together! The kiss between Fable and Neil almost made me fall off my chair, and seeing Clay with Tia's sister and niece made my heart hurt. Calling on the Wind was the most beautiful song they could've made for the credits. [*] Major Ending Spoilers: So, I really love Tia. But I'm also glad her death is inevitable. I really thought that this was one of those countless games where characters have plot armour and never die, so I was sure they'd revive her at some point. But holy cow! Gosh. Rest in peace, Tia, I'm sure Clay with carry your memory with him forever. [*] Plot Spoilers: At first, the argument with Fable (and the blame games the characters played after it) pissed me off haha! I have experience with bearing the burden of being a friend group mediator, so seeing the drama ensue when I was trying my best was frustrating. But in my second playthrough, I noticed how much of a liar and avoidant of emotional vulnerability the innkeeper was, and realized Fable was so right to call them out on things. In my first playthrough, I was so sure that everyone, especially Caerlin, would hate me when they discovered the innkeeper's backstory. So everyone's understanding and empathy was very moving. You can't fully love your friends unless you trust them to love you back. Cons [*] Although it was fun to see the characters connect to each other, I would've liked it if there was more of a connection between the inkeeper and the characters. There are a few nice moments here and there, but it felt like I played more of a part in their stories, and less of a part in their lives. I guess it's understandable, given the innkeeper's own story, but I feel like I would've sympathized with them more if we had any bonding moments. Or, at the very least, express as much care and concern with the inkeeper as they do with each other. [*] Quest Spoilers: 90% of the "right" choices to make are the charisma/pacifist route. It teaches a nice lesson, but it makes things kind of predictable. It would be nice if there were more "right" choices for other kinds of routes, like a fighting approach, or a quest ending in failure because failure doesn't always have to be bad or wrong. Or even a quest with no right or wrong choices, but each choice having its own banes and boons. [*] Major Ending Spoilers: I think the last quest would be more meaningful if the innkeeper participated in it, leaving the tavern to stand with their friends, or just playing a role in it. Or instead, give the player the option to poison Quasar when serving him a drink! It would mean a lot to the innkeeper's character development if they actually did something about it rather than sit there, as characters have called them out for. Conclusion Why should you play this game? Because witnessing the telling of stories can only make you itch to go and experience your own to tell. This game instilled me with more than enough inspiration to do so! The world and its people (both in real life and in the game) are beautiful. Go forth and adventure!
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